Lizardfolk, 2nd Variant (5e Race)
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Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
|“||In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.||”|
|—A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh.|
Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices
Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Lizardfolk are strong warriors, but can be stealthy if the need arises.
Ability Score Increase. Your Constitution score increases by 1, your Strength score increases by 1, and your Charisma score increases by 1.
Age. Lizardfolk reach adulthood around age 14 and can live to be about 60.
Alignment. Most lizardfolk are neutral, often not dealing with anyone but those within their tribe.
Size. Lizardfolk stand 6 to 7 feet tall and average about 230 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet. You also have a swim speed equal to 35 feet. These speeds are always the same, and if one is increased or decreased, the other is affected as well.
Natural Armor. You have strong scales as skin, granting you an armor class of 13 + your constitution modifier. In addition, whenever you calculate armor class using the unarmed defense feature, add 13 instead of 10.
Bite Attack. When you use the Attack action with an unarmed strike, you can make a bite attack as a bonus action. The target must make a Dexterity saving throw equal to 8 + your proficiency bonus + your strength modifier. On a failed save the target takes 1d6 + your strength modifier as piercing damage, while a success does no damage. In addition, if a target is hit, you gain temporary hit points equal to your constitution modifier plus a quarter of your level rounded up (minimum 1). This feature can be used as many times as you want until a target fails the saving throw. You then lose use of this feature until the next long rest.
Hold Breath. You can hold your breath for 15 minutes.
Natural Camouflage. You are proficient in the Stealth skill.
Languages. You can speak, read, and write Common and Draconic.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′ 10″||+2d8||212 lb.||× 5 lb.|